For the Goggles we simply implement the Thaumcraft api. I might see if LT has similar api functions.
I already talked to him about API functions and he said that it already has them in 1.11.2. He did say that he'd add/change some of them when he ports it to 1.12+.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
###Version 1.12-PE1.0.1B
* NOTICE: When reporting issues on the tracker please be sure to tag them as 1.12
* NOTICE: Version checking is currently disabled for this release. New versions can be found via the usual channels
* FIXED: NoSuchMethodError hotfix
I know this might be sacrilege by asking this, but one of the things I continue to struggle with adding this to my public pack is the sheer level of overpoweredness it brings to the table. Once you have one of something, you can have any amount of it. Additionally, you have the option of crafting higher tier stuff via the Philo stone w/out having to go through the headache of going out to find it.
While I can get behind being able to make things, the ease in which you can generate infinite EMC both within ProjectE and other mods (Thermal Expansion cobble farm for instance, hell even Vanilla Blaze rod/powder EMC discrepancies are easily exploitable) causes concern for me.
I'd love to give this option to my players, but I'm wondering if there's an easy/effective way to implement 'loss' for conversions. Having the tablet/chest conversions incur some kind of EMC loss, so it's not very easily exploitable for instance. Changing the EMC values won't really do anything in this capacity due to that same value being used during the creation and destruction of said item, but perhaps having a configurable multiplier to add to the additional cost of creating/converting an item via EMC?
I looked through the config files and tried doing some online research, but I wasn't able to find anything for the server version I was running (1.7.10). I understand the premise of the mod is about *equivalent* exchange, but between the ability to generate straight free EMC through several methods and the complete short-cutting this mod provides on progression, I'm trying to strike a balance between being able to include it, and not feel bad about the implications of doing so (for instance, having ProjectE in a pack completely destroys any possibility of having an actual sever economy due to people just being able to poop/fabricate anything they need at a very early stage in the game).
Speaking of newer versions: Are you thinking of creating new items of power that would work in the new accessory slots for Baubles? There's a charm, body, and head/crown slot now.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
A backport would be greatly appreciated; I know a lot of Tekkit and FTB servers still gravitate around the 1.7.10 version due to stability and some of the older mod base, and I'm not sure I'm ready to go through the headache of recreating this specific deployment on a newer platform :3
I still think "such and such is overpowered" is an opinion, and nothing else. The most fair thing you can do in this case is to make "loss" an option that can be toggled in the mod options, and an option that can be locked server side. This way people who... can find other things to do with their new sea of provisions can have one option and the people who want it to be a challenge can have the other option. This was my issue with the last time this mod was discontinued (If i recall correctly my suggestion was to get rid of or nerf the collectors) Well the bigger issue was that my ideas were ignored then too.
I also think its a bit unfair to take other mods into consideration (like the cobblestone farm mentioned earlier) when they themselves are optional.
All I can do is ask as I understand that it may be a bit more difficult to set this up in the mod. But with a refreshed interest in minecraft I may take to the code to make certain addons for mods that start leaning more towards the challenge side of things (or make my own full bodied mod that will work with other mods).
I'm curious. In modpacks I played that were 1.7.10 with ProjectE, I was able to use Energy Condensers to make items with reduced durability then use talismans of repair or covalence dust to repair them up to full durability. However, in a modpack I'm playing now in 1.11.2, attempting to do so attempts to craft the full-durability item, even when I use a reduced durability item as the target.
Hello! I keep having a problem where the mod works in single player but keeps crashing my server when it goes to load the mods.It happens when the mods goes to "Starting to collect Mappings".No idea how to fix it and have tried different versions of the mod.
###Version 1.12-PE1.1.0
* NOTICE: When reporting issues on the tracker please be sure to tag them as 1.12
* NEW: Concrete now has a default value
* NEW: zh_tw locale
* FIXED: EMC Mapper performance
* FIXED: Various Mercurial Eye issues
* FIXED: Various recipe fixes
* FIXED: Log formatting
* CHANGE: Homing arrows have received a buff
I'm attempting to sort of get around the overpoweredness of the EMC system by making the recipes for the machines more difficult to make in my mod pack.
When I first set up the pack, I was using default recipes and had an alchemical chest and basic energy condenser within the first couple of hours of playing!
I've since altered the recipes so that now, not only does it require rarer items to build (draconic evolutions ingots instead of iron), but also needs a nether star and diamond chest for the alchemical chest, and blocks of draconium for the mk1 condenser.
I've only taken two computer science courses, so my coding knowledge with mods is limited, as well as with this topic. Would it take alot of recoding to allow long values to store EMC, so we can go above the 32-bit integer limit? Like draconic evolution does with power storage? I ask because of mods that would need such a high emc value for items.
I've only taken two computer science courses, so my coding knowledge with mods is limited, as well as with this topic. Would it take alot of recoding to allow long values to store EMC, so we can go above the 32-bit integer limit? Like draconic evolution does with power storage? I ask because of mods that would need such a high emc value for items.
That would help with the Titans mod. Me and Enderman_of_D00M calculated what the EMCs would come out to if some of the basic resources were converted and some items overloaded the EMC limit and reported back in a strange shifting text. That moment was actually rather perfect considering my history with glitches! LOL!
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
I already talked to him about API functions and he said that it already has them in 1.11.2. He did say that he'd add/change some of them when he ports it to 1.12+.
If regular is Vanilla then what flavor is your Minecraft?
ProjectE 1.0.1 Beta for Minecraft 1.12 is now live on Curse: https://minecraft.curseforge.com/projects/projecte/files
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
I know this might be sacrilege by asking this, but one of the things I continue to struggle with adding this to my public pack is the sheer level of overpoweredness it brings to the table. Once you have one of something, you can have any amount of it. Additionally, you have the option of crafting higher tier stuff via the Philo stone w/out having to go through the headache of going out to find it.
While I can get behind being able to make things, the ease in which you can generate infinite EMC both within ProjectE and other mods (Thermal Expansion cobble farm for instance, hell even Vanilla Blaze rod/powder EMC discrepancies are easily exploitable) causes concern for me.
I'd love to give this option to my players, but I'm wondering if there's an easy/effective way to implement 'loss' for conversions. Having the tablet/chest conversions incur some kind of EMC loss, so it's not very easily exploitable for instance. Changing the EMC values won't really do anything in this capacity due to that same value being used during the creation and destruction of said item, but perhaps having a configurable multiplier to add to the additional cost of creating/converting an item via EMC?
I looked through the config files and tried doing some online research, but I wasn't able to find anything for the server version I was running (1.7.10). I understand the premise of the mod is about *equivalent* exchange, but between the ability to generate straight free EMC through several methods and the complete short-cutting this mod provides on progression, I'm trying to strike a balance between being able to include it, and not feel bad about the implications of doing so (for instance, having ProjectE in a pack completely destroys any possibility of having an actual sever economy due to people just being able to poop/fabricate anything they need at a very early stage in the game).
Thoughts?
Inequivilant Exchange is implemented in newer versions, I may backport it to 1.7 at some point but as 1.7 has been dropped its not a major priority.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
Speaking of newer versions: Are you thinking of creating new items of power that would work in the new accessory slots for Baubles? There's a charm, body, and head/crown slot now.
If regular is Vanilla then what flavor is your Minecraft?
A backport would be greatly appreciated; I know a lot of Tekkit and FTB servers still gravitate around the 1.7.10 version due to stability and some of the older mod base, and I'm not sure I'm ready to go through the headache of recreating this specific deployment on a newer platform :3
Thanks for the reply,
Tech
I still think "such and such is overpowered" is an opinion, and nothing else. The most fair thing you can do in this case is to make "loss" an option that can be toggled in the mod options, and an option that can be locked server side. This way people who... can find other things to do with their new sea of provisions can have one option and the people who want it to be a challenge can have the other option. This was my issue with the last time this mod was discontinued (If i recall correctly my suggestion was to get rid of or nerf the collectors) Well the bigger issue was that my ideas were ignored then too.
I also think its a bit unfair to take other mods into consideration (like the cobblestone farm mentioned earlier) when they themselves are optional.
All I can do is ask as I understand that it may be a bit more difficult to set this up in the mod. But with a refreshed interest in minecraft I may take to the code to make certain addons for mods that start leaning more towards the challenge side of things (or make my own full bodied mod that will work with other mods).
I'm finally back. See profile for details.
I'm curious. In modpacks I played that were 1.7.10 with ProjectE, I was able to use Energy Condensers to make items with reduced durability then use talismans of repair or covalence dust to repair them up to full durability. However, in a modpack I'm playing now in 1.11.2, attempting to do so attempts to craft the full-durability item, even when I use a reduced durability item as the target.
Is this an intentional change?
Yes, that was an old exploit that has since been fixed.
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
I never considered it an exploit but thank you for confirming it's intentional.
Hello! I keep having a problem where the mod works in single player but keeps crashing my server when it goes to load the mods.It happens when the mods goes to "Starting to collect Mappings".No idea how to fix it and have tried different versions of the mod.
Cannot construct a Energy Collector in ProjectE-1.12-PE1.0.1B
The instructions at the Wiki are missing the key image for MK1
https://github.com/sinkillerj/ProjectE/wiki/Energy-Collectors
In assets/projecte/recipes/collector_mk1.json the recipe is listed as:
"GTG",
"GDG",
"GFG"
"G": "#GLOWSTONE"
"F": "minecraft:furnace"
"D": "#DIAMOND"
"T": "#GLASS"
I tried with stacks of furnaces (found old EE2 recipe that uses 8 furnaces), with diamonds and with diamond blocks.
Nothing works.
I have some MK3 collectors from an old game, and they work, but have no EMC, cannot replicate them in transmute.
The iron band wiki page is missing an image, and apparently can't be done with a bucket of lava anymore, only with Volcanite Amulet
https://github.com/sinkillerj/ProjectE/wiki/Iron-Band
Can't get anything above a Klein Star Ein, has the recipe changed for Zwei?
ProjectE 1.1.0 for Minecraft 1.12 is now live on Curse: https://minecraft.curseforge.com/projects/projecte/files
Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer. http://twitter.com/sinkillerj - http://youtube.com/user/sinkillerj - http://minecraft.curseforge.com/mc-mods/226410-projecte
Ignore this
Hey sinkillerj.
I've created 2 mods with new ores and materials. How do I integrate them in ProjectE (like adding EMC values)?
I'm attempting to sort of get around the overpoweredness of the EMC system by making the recipes for the machines more difficult to make in my mod pack.
When I first set up the pack, I was using default recipes and had an alchemical chest and basic energy condenser within the first couple of hours of playing!
I've since altered the recipes so that now, not only does it require rarer items to build (draconic evolutions ingots instead of iron), but also needs a nether star and diamond chest for the alchemical chest, and blocks of draconium for the mk1 condenser.
I've only taken two computer science courses, so my coding knowledge with mods is limited, as well as with this topic. Would it take alot of recoding to allow long values to store EMC, so we can go above the 32-bit integer limit? Like draconic evolution does with power storage? I ask because of mods that would need such a high emc value for items.
That would help with the Titans mod. Me and Enderman_of_D00M calculated what the EMCs would come out to if some of the basic resources were converted and some items overloaded the EMC limit and reported back in a strange shifting text. That moment was actually rather perfect considering my history with glitches! LOL!
If regular is Vanilla then what flavor is your Minecraft?
Hey, just wanted to say that I've found another ProjectE add-on in Curse. It's for 1.7.10 and is called ExtraE. Here's a link https://minecraft.curseforge.com/projects/extrae?gameCategorySlug=mc-mods&projectID=240540